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S;1 minute;A spectral

  • casting time open an unlocked door or container
  • range stow or retrieve an item from an open container

  • components or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.
    The hand can't attack
  • duration activate magical items

or carry more than 10 pounds. ;Ranger (Swarmkeeper)

Ranger floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.
You can use your action to control the hand. You can use the hand to manipulate an object

which you take when you take acid

  • casting time fire
  • range lightning

  • components or thunder damage;Self;S;1 round;Niet Druid;Ranger (XGE)
  • duration

Ranger cold

S

Ranger M;8 hours;Niet Wizard;Ranger

S

Ranger M;24 hours;Niet Druid;Ranger

S

  • casting time up to 10 minutes;Niet Druid;Ranger (XGE)
  • range

Ranger M;Concentration

S;Instantaneous;Niet Druid;Ranger

Ranger

S;Concentration

Ranger up to 10 minutes;Niet Druid;Ranger

S

  • casting time up to 10 minutes;Niet Cleric;Ranger
  • range

Ranger M;Concentration

S;1 hour;You make yourself

  • casting time armor
  • range weapons

  • components and other belongings on your person
  • duration look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin

fat

Ranger including your clothing

0;Mage Hand;Conjuration cantrip;1 action;30 feet;V 0;Mage Hand;Conjuration cantrip;1 action;30 feet;V
1;Absorb Elements;1st level Abjuration;1 reaction 1;Absorb Elements;1st level Abjuration;1 reaction
1;Alarm (ritual);1st level Abjuration;1 minute;30 feet;V 1;Alarm (ritual);1st level Abjuration;1 minute;30 feet;V
1;Animal Friendship;1st level Enchantment ;1 action;30 feet;V 1;Animal Friendship;1st level Enchantment ;1 action;30 feet;V
1;Beast Bond;1st level Divination;1 action;Touch;V 1;Beast Bond;1st level Divination;1 action;Touch;V
1;Cure Wounds;1st level Evocation;1 action;Touch;V 1;Cure Wounds;1st level Evocation;1 action;Touch;V
1;Detect Magic (ritual);1st level Divination;1 action;Self;V 1;Detect Magic (ritual);1st level Divination;1 action;Self;V
1;Detect Poison and Disease;1st level Divination;1 action;Self;V 1;Detect Poison and Disease;1st level Divination;1 action;Self;V
1;Disguise Self;1st level Illusion;1 action;Self;V 1;Disguise Self;1st level Illusion;1 action;Self;V

up to 1 minute;The next time you hit a creature with a weapon attack before this spell ends

  • casting time and the target must succeed on a Strength saving throw or be restrained by the magical vines until the spell ends. A Large or larger creature has advantage on this saving throw. If the target succeeds on the save
  • range the vines shrivel away.
    While restrained by this spell

  • components the target takes 1d6 piercing damage at the start of each of its turns. A creature restrained by the vines or one that can touch the creature can use its action to make a Strength check against your spell save DC. On a success
  • duration the target is freed.

    At Higher Levels: If you cast this spell using a spell slot of 2nd level or higher

the damage increases by 1d6 for each slot level above 1st. ;Ranger

Ranger a writhing mass of thorny vines appears at the point of impact

S;Concentration

Ranger up to 1 hour;Niet Druid;Ranger

S

Ranger M;Instantaneous;Niet Druid;Ranger

up to 1 minute;The next time you hit a creature with a ranged weapon attack before the spell ends

  • casting time the target of the attack and each creature within 5 feet of it must make a Dexterity saving throw. A creature takes 1d10 piercing damage on a failed save
  • range or half as much damage on a successful one.

    At Higher Levels: If you cast this spell using a spell slot of 2nd level or higher

  • components the damage increases by 1d10 for each slot level above 1st (to a maximum of 6d10). ;Ranger
  • duration

Ranger this spell creates a rain of thorns that sprouts from your ranged weapon or ammunition. In addition to the normal effect of the attack

up to 1 hour;You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends

  • casting time and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this spell ends
  • range you can use a bonus action on a subsequent turn of yours to mark a new creature.

    At Higher Levels: When you cast this spell using a spell slot of 3rd or 4th level

  • components you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher
  • duration you can maintain your concentration on the spell for up to 24 hours. ;Ranger

Ranger you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack

S

Ranger M;1 minute;Niet Druid;Ranger

S

Ranger M;1 hour;Niet Druid;Ranger

S

  • casting time up to 10 minutes;Niet Druid;Ranger (Horizon Walker)(Monster Slayer)
  • range

Ranger M;Concentration

S;10 minutes;Niet Druid;Ranger

Ranger

1;Ensnaring Strike;1st level Conjuration;1 bonus action;Self;V;Concentration 1;Ensnaring Strike;1st level Conjuration;1 bonus action;Self;V;Concentration
1;Fog Cloud;1st level Conjuration;1 action;120 feet;V 1;Fog Cloud;1st level Conjuration;1 action;120 feet;V
1;Goodberry;1st level Transmutation;1 action;Touch;V 1;Goodberry;1st level Transmutation;1 action;Touch;V
1;Hail of Thorns;1st level Conjuration;1 bonus action;Self;V;Concentration 1;Hail of Thorns;1st level Conjuration;1 bonus action;Self;V;Concentration
1;Hunter's Mark;1st level Divination;1 bonus action;90 feet;V;Concentration 1;Hunter's Mark;1st level Divination;1 bonus action;90 feet;V;Concentration
1;Jump;1st level Transmutation;1 action;Touch;V 1;Jump;1st level Transmutation;1 action;Touch;V
1;Longstrider;1st level Transmutation;1 action;Touch;V 1;Longstrider;1st level Transmutation;1 action;Touch;V
1;Protection from Evil and Good;1st level Abjuration;1 action;Touch;V 1;Protection from Evil and Good;1st level Abjuration;1 action;Touch;V
1;Speak with Animals (ritual);1st level Divination;1 action;Self;V 1;Speak with Animals (ritual);1st level Divination;1 action;Self;V

up to 1 minute;You move like the wind. Until the spell ends

  • casting time you can give yourself advantage on one weapon attack roll on your turn. That attack deals an extra 1d8 force damage on a hit. Whether you hit or miss
  • range your walking speed increases by 30 feet until the end of that turn.;Ranger (XGE)

Ranger your movement doesn't provoke opportunity attacks.
Once before the spell ends

S;1 hour;Niet Druid;Ranger (Fey Wanderer)

Ranger

up to 1 minute;Niet Druid;Ranger (Swarmkeeper)

Ranger

S;Concentration

Ranger up to 1 minute;Niet Druid;Ranger (TCE)

up to 1 minute;Niet Cleric;Ranger (TCE)

Ranger

S

Ranger M;24 hours;Niet Druid;Ranger

S

  • casting time up to 1 hour;Niet Druid;Ranger
  • range

Ranger M;Concentration

up to 1 hour;Niet Druid;Ranger

Ranger

S

  • casting time whenever a creature other than you comes within 30 feet of the ammunition for the first time on a turn or ends its turn there
  • range one piece of ammunition flies up to strike it. The creature must succeed on a Dexterity saving throw or take 1d6 piercing damage. The piece of ammunition is then destroyed. The spell ends when no ammunition remains.
    When you cast this spell

  • components you can designate any creatures you choose
  • duration and the spell ignores them.

    At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher

the amount of ammunition that can be affected increases by two for each slot level above 2nd.;Ranger

Ranger M;8 hours;(four or more arrows or bolts)You plant four pieces of nonmagical ammunition - arrows or crossbow bolts - in the ground within range and lay magic upon them to protect an area. Until the spell ends

1;Zephyr Strike;1st level Transmutation;1 bonus action;Self;V;Concentration 1;Zephyr Strike;1st level Transmutation;1 bonus action;Self;V;Concentration
1;Charm Person;1st level Enchantment ;1 action;30 feet;V 1;Charm Person;1st level Enchantment ;1 action;30 feet;V
1;Faerie Fire;1st level Evocation;1 action;60 feet;V;Concentration 1;Faerie Fire;1st level Evocation;1 action;60 feet;V;Concentration
1;Entangle;1st level Conjuration;1 action;90 feet;V 1;Entangle;1st level Conjuration;1 action;90 feet;V
1;Searing Smite;1st level Evocation;1 bonus action;Self;V;Concentration 1;Searing Smite;1st level Evocation;1 bonus action;Self;V;Concentration
2;Animal Messenger (ritual);2nd level Enchantment ;1 action;30 feet;V 2;Animal Messenger (ritual);2nd level Enchantment ;1 action;30 feet;V
2;Barkskin;2nd level Transmutation;1 action;Touch;V 2;Barkskin;2nd level Transmutation;1 action;Touch;V
2;Beast Sense (ritual);2nd level Divination;1 action;Touch;S;Concentration 2;Beast Sense (ritual);2nd level Divination;1 action;Touch;S;Concentration
2;Cordon of Arrows;2nd level Transmutation;1 action;5 feet;V 2;Cordon of Arrows;2nd level Transmutation;1 action;5 feet;V

S

Ranger M;8 hours;Niet Druid;Ranger

S;Instantaneous;Niet Druid;Ranger

Ranger

S;Instantaneous;Niet Druid;Ranger

Ranger

S

Ranger M;Instantaneous;Niet Druid;Ranger

S

  • casting time up to 10 minutes;Niet Druid;Ranger
  • range

Ranger M;Concentration

S

  • casting time up to 1 hour;Niet Druid;Ranger
  • range

Ranger M;Concentration

S;1 hour;Niet Druid;Ranger

Ranger

S

  • casting time an invisible entrance opens to an extradimensional space that lasts until the spell ends.
    The extradimensional space can be reached by climbing to the top of the rope. The space can hold as many as eight Medium or smaller creatures. The rope can be pulled into the space
  • range making the rope disappear from view outside the space.
    Attacks and spells can't cross through the entrance into or out of the extradimensional space

  • components but those inside can see out of it as if through a 3-foot-by-5-foot window centered on the rope.
    Anything inside the extradimensional space drops out when the spell ends. ;Ranger (Gloom Stalker)
  • duration

Ranger M;1 hour;(powdered corn extract and a twisted loop of parchment)You touch a length of rope that is up to 60 feet long. One end of the rope then rises into the air until the whole rope hangs perpendicular to the ground. At the upper end of the rope

S;Concentration

Ranger up to 10 minutes;Niet Druid;Ranger

2;Darkvision;2nd level Transmutation;1 action;Touch;V 2;Darkvision;2nd level Transmutation;1 action;Touch;V
2;Find Traps;2nd level Divination;1 action;120 feet;V 2;Find Traps;2nd level Divination;1 action;120 feet;V
2;Lesser Restoration;2nd level Abjuration;1 action;Touch;V 2;Lesser Restoration;2nd level Abjuration;1 action;Touch;V
2;Locate Animals or Plants (ritual);2nd level Divination;1 action;Self;V 2;Locate Animals or Plants (ritual);2nd level Divination;1 action;Self;V
2;Locate Object;2nd level Divination;1 action;Self;V 2;Locate Object;2nd level Divination;1 action;Self;V
2;Pass Without Trace;2nd level Abjuration;1 action;Self;V 2;Pass Without Trace;2nd level Abjuration;1 action;Self;V
2;Protection from Poison;2nd level Abjuration;1 action;Touch;V 2;Protection from Poison;2nd level Abjuration;1 action;Touch;V
2;Rope Trick;2nd level Transmutation;1 action;Touch;V 2;Rope Trick;2nd level Transmutation;1 action;Touch;V
2;Silence (ritual);2nd level Illusion;1 action;120 feet;V 2;Silence (ritual);2nd level Illusion;1 action;120 feet;V

S

  • casting time up to 10 minutes;Niet Druid;Ranger
  • range

Ranger M;Concentration

S

  • casting time up to 1 hour;Niet Druid;Ranger (TCE)
  • range

Ranger M; Concentration

S;10 minutes;Niet Cleric;Ranger

Ranger

S

  • casting time up to 1 hour;Niet Druid;Ranger (Swarmkeeper)
  • range

Ranger M;Concentration

S

Ranger M;8 hours;Niet Druid;Ranger (TCE)

S

  • casting time up to 1 hour;Niet Druid;Ranger (TCE)
  • range

Ranger M;Concentration

S

  • casting time up to 1 minute;Niet Druid;Ranger (TCE)
  • range

Ranger M;Concentration

S;Concentration

  • casting time that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls.
    At Higher Levels: When you cast this spell using a spell slot of 4th level or higher
  • range the bonus increases to +2. When you use a spell slot of 6th level or higher

  • components the bonus increases to +3. ;Ranger (TCE)
  • duration

Ranger up to 1 hour;You touch a nonmagical weapon. Until the spell ends

S;Concentration

Ranger up to 1 hour;Niet Druid;Ranger

2;Spike Growth;2nd level Transmutation;1 action;150 feet;V 2;Spike Growth;2nd level Transmutation;1 action;150 feet;V
2;Summon Beast;2nd-level conjuration;1 action;90 feet;V 2;Summon Beast;2nd-level conjuration;1 action;90 feet;V
2;Zone of Truth;2nd level Enchantment ;1 action;60 feet;V 2;Zone of Truth;2nd level Enchantment ;1 action;60 feet;V
2;Web;2nd level Conjuration;1 action;60 feet;V 2;Web;2nd level Conjuration;1 action;60 feet;V
2;Aid;2nd level Abjuration;1 action;30 feet;V 2;Aid;2nd level Abjuration;1 action;30 feet;V
2;Enhance Ability;2nd level Transmutation;1 action;Touch;V 2;Enhance Ability;2nd level Transmutation;1 action;Touch;V
2;Gust of Wind;2nd level Evocation;1 action;Self (60-foot line);V 2;Gust of Wind;2nd level Evocation;1 action;Self (60-foot line);V
2;Magic Weapon;2nd level Transmutation;1 bonus action;Touch;V 2;Magic Weapon;2nd level Transmutation;1 bonus action;Touch;V
3;Conjure Animals;3rd level Conjuration;1 action;60 feet;V 3;Conjure Animals;3rd level Conjuration;1 action;60 feet;V

S

  • casting time or half as much damage on a successful one. The damage type is the same as that of the weapon or ammunition used as a component.;Ranger
  • range

Ranger M;Instantaneous;(one piece of ammunition or a thrown weapon)You throw a nonmagical weapon or fire a piece of nonmagical ammunition into the air to create a cone of identical weapons that shoot forward and then disappear. Each creature in a 60-foot cone must succeed on a Dexterity saving throw. A creature takes 3d8 damage on a failed save

S;1 hour;Niet Druid;Ranger

Ranger

S

  • casting time up to 1 minute;Niet Wizard;Ranger (Gloom Stalker)
  • range

Ranger M;Concentration

S;Concentration

Ranger up to 1 hour;Niet Druid;Ranger (XGE)

S

  • casting time up to 1 minute;Niet Druid;Ranger (Horizon Walker)
  • range

Ranger M;Concentration

S;Concentration

  • casting time the weapon's ammunition
  • range or the weapon itself if it's a thrown weapon

  • components transforms into a bolt of lightning. Make the attack roll as normal. The target takes 4d8 lightning damage on a hit
  • duration or half as much damage on a miss

instead of the weapon's normal damage.
Whether you hit or miss

Ranger up to 1 minute;The next time you make a ranged weapon attack during the spell's duration

S

Ranger M;1 hour;Niet Wizard;Ranger (Monster Slayer)

S

Ranger M;8 hours;Niet Wizard;Ranger

S;Instantaneous;Niet Druid;Ranger

Ranger

3;Conjure Barrage;3rd level Conjuration;1 action;Self (60-foot cone);V 3;Conjure Barrage;3rd level Conjuration;1 action;Self (60-foot cone);V
3;Daylight;3rd level Evocation;1 action;60 feet;V 3;Daylight;3rd level Evocation;1 action;60 feet;V
3;Fear;3rd level Illusion;1 action;Self (30-foot cone);V 3;Fear;3rd level Illusion;1 action;Self (30-foot cone);V
3;Flame Arrows;3rd level Transmutation;1 action;Touch;V 3;Flame Arrows;3rd level Transmutation;1 action;Touch;V
3;Haste;3rd level Transmutation;1 action;30 feet;V 3;Haste;3rd level Transmutation;1 action;30 feet;V
3;Lightning Arrow;3rd level Transmutation;1 bonus action;Self;V 3;Lightning Arrow;3rd level Transmutation;1 bonus action;Self;V
3;Magic Circle;3rd level Abjuration;1 minute;10 feet;V 3;Magic Circle;3rd level Abjuration;1 minute;10 feet;V
3;Nondetection;3rd level Abjuration;1 action;Touch;V 3;Nondetection;3rd level Abjuration;1 action;Touch;V
3;Plant Growth;3rd level Transmutation;1 action or 8 hours;150 feet;V 3;Plant Growth;3rd level Transmutation;1 action or 8 hours;150 feet;V

S;Concentration

Ranger up to 1 hour;Niet Druid;Ranger

S;10 minutes;Niet Druid;Ranger

Ranger

S

  • casting time up to 1 hour;Niet Druid;Ranger (TCE)
  • range

Ranger M;Concentration

S

Ranger M;24 hours;Niet Druid;Ranger

S

Ranger M;1 hour;Niet Druid;Ranger

S

  • casting time up to 1 minute;Niet Druid;Ranger
  • range

Ranger M;Concentration

S;Instantaneous;Niet Druid;Ranger (Fey Wanderer)

Ranger

S

  • casting time up to 1 hour;Niet Druid;Ranger (Swarmkeeper)
  • range

Ranger M;Concentration

S;Concentration

Ranger up to 1 hour;Niet Druid;Ranger (TCE)

3;Protection from Energy;3rd level Abjuration;1 action;Touch;V 3;Protection from Energy;3rd level Abjuration;1 action;Touch;V
3;Speak with Plants;3rd level Transmutation;1 action;Self (30-foot radius);V 3;Speak with Plants;3rd level Transmutation;1 action;Self (30-foot radius);V
3;Summon Fey;3rd-level conjuration;1 action;90 feet;V 3;Summon Fey;3rd-level conjuration;1 action;90 feet;V
3;Water Breathing (ritual);3rd level Transmutation;1 action;30 feet;V 3;Water Breathing (ritual);3rd level Transmutation;1 action;30 feet;V
3;Water Walk (ritual);3rd level Transmutation;1 action;30 feet;V 3;Water Walk (ritual);3rd level Transmutation;1 action;30 feet;V
3;Wind Wall;3rd level Evocation;1 action;120 feet;V 3;Wind Wall;3rd level Evocation;1 action;120 feet;V
3;Dispel Magic;3rd level Abjuration;1 action;120 feet;V 3;Dispel Magic;3rd level Abjuration;1 action;120 feet;V
3;Gaseous Form;3rd level Transmutation;1 action;Touch;V 3;Gaseous Form;3rd level Transmutation;1 action;Touch;V
3;Elemental Weapon;3rd level Transmutation;1 action;Touch;V 3;Elemental Weapon;3rd level Transmutation;1 action;Touch;V

S;8 hours;Niet Druid;Ranger (TCE)

Ranger

S

Ranger M;Instantaneous;Niet Druid;Ranger (TCE)

S;Concentration

Ranger up to 1 minute;Niet Wizard;Ranger (FToD)

S

  • casting time up to 1 minute;Niet Wizard;Ranger (Horizon Walker)(Monster Slayer)
  • range

Ranger M;Concentration

S

  • casting time up to 1 hour;Niet Druid;Ranger
  • range

Ranger M;Concentration

S

Ranger M;1 hour;Niet Druid;Ranger

S;Concentration

Ranger up to 1 minute;Niet Druid;Ranger

S;Concentration

Ranger up to 1 minute;Niet Druid;Ranger (Gloom Stalker)

S

  • casting time up to 1 hour;Niet Druid;Ranger
  • range

Ranger M;Concentration

3;Meld into Stone (ritual);3rd level Transmutation;1 action;Touch;V 3;Meld into Stone (ritual);3rd level Transmutation;1 action;Touch;V
3;Revivify;3rd level Necromancy;1 action;Touch;V 3;Revivify;3rd level Necromancy;1 action;Touch;V
3;Ashardalon’s Stride;3rd Level Transmutation;1 bonus action;Self;V 3;Ashardalon’s Stride;3rd Level Transmutation;1 bonus action;Self;V
4;Banishment;4th level Abjuration;1 action;60 feet;V 4;Banishment;4th level Abjuration;1 action;60 feet;V
4;Conjure Woodland Beings;4th level Conjuration;1 action;60 feet;V 4;Conjure Woodland Beings;4th level Conjuration;1 action;60 feet;V
4;Freedom of Movement;4th level Abjuration;1 action;Touch;V 4;Freedom of Movement;4th level Abjuration;1 action;Touch;V
4;Grasping Vine;4th level Conjuration;1 bonus action;30 feet;V 4;Grasping Vine;4th level Conjuration;1 bonus action;30 feet;V
4;Greater Invisibility;4th level Illusion;1 action;Touch;V 4;Greater Invisibility;4th level Illusion;1 action;Touch;V
4;Locate Creature;4th level Divination;1 action;Self;V 4;Locate Creature;4th level Divination;1 action;Self;V

S

  • casting time up to 1 hour;Niet Druid;Ranger
  • range

Ranger M;Concentration

S

  • casting time up to 1 hour;Niet Druid;Ranger (TCE)
  • range

Ranger M;Concentration

S

  • casting time up to 1 hour;(a bit of bat fur)You create an invisible
  • range magical eye within range that hovers in the air for the duration.
    You mentally receive visual information from the eye

  • components which has normal vision and darkvision out to 30 feet. The eye can look in every direction.
    As an action
  • duration you can move the eye up to 30 feet in any direction. There is no limit to how far away from you the eye can move

but it can't enter another plane of existence. A solid barrier blocks the eye's movement

Ranger M;Concentration

S;Concentration

Ranger up to 1 minute;Niet Druid;Ranger (TCE)

S;Instantaneous;Niet Druid;Ranger

Ranger

S

  • casting time or half as much damage on a successful one. The damage type is the same as that of the ammunition or weapon.;Ranger
  • range

Ranger M;Instantaneous;(one piece of ammunition or one thrown weapon)You fire a piece of nonmagical ammunition from a ranged weapon or throw a nonmagical weapon into the air and choose a point within range. Hundreds of duplicates of the ammunition or weapon fall in a volley from above and then disappear. Each creature in a 40-foot-radius. 20-foot-high cylinder centered on that point must make a Dexterity saving throw. A creature takes 8d8 damage on a failed save

S

  • casting time up to 1 minute;Niet Wizard;Ranger (Monster Slayer)
  • range

Ranger M;Concentration

S;8 hours;Niet Wizard;Ranger (Gloom Stalker)

Ranger

S

  • casting time up to 1 minute;(a quiver containing at least one piece of ammunition)You transmute your quiver so it produces an endless supply of nonmagical ammunition
  • range which seems to leap into your hand when you reach for it.
    On each of your turns until the spell ends

  • components you can use a bonus action to make two attacks with a weapon that uses ammunition from the quiver. Each time you make such a ranged attack
  • duration your quiver magically replaces the piece of ammunition you used with a similar piece of nonmagical ammunition. Any pieces of ammunition created by this spell disintegrate when the spell ends. If the quiver leaves your possession

the spell ends. ;Ranger

Ranger M;Concentration

4;Stoneskin;4th level Abjuration;1 action;Touch;V 4;Stoneskin;4th level Abjuration;1 action;Touch;V
4;Summon Elemental;4th-level conjuration;1 action;90 feet;V 4;Summon Elemental;4th-level conjuration;1 action;90 feet;V
4;Arcane Eye;4th level Divination;1 action;30 feet;V 4;Arcane Eye;4th level Divination;1 action;30 feet;V
4;Dominate Beast;4th level Enchantment ;1 action;60 feet;V 4;Dominate Beast;4th level Enchantment ;1 action;60 feet;V
5;Commune with Nature (ritual);5th level Divination;1 minute;Self;V 5;Commune with Nature (ritual);5th level Divination;1 minute;Self;V
5;Conjure Volley;5th level Conjuration;1 action;150 feet;V 5;Conjure Volley;5th level Conjuration;1 action;150 feet;V
5;Hold Monster;5th level Enchantment ;1 action;90 feet;V 5;Hold Monster;5th level Enchantment ;1 action;90 feet;V
5;Seeming;5th level Illusion;1 action;30 feet;V 5;Seeming;5th level Illusion;1 action;30 feet;V
5;Swift Quiver;5th level Transmutation;1 bonus action;Touch;V 5;Swift Quiver;5th level Transmutation;1 bonus action;Touch;V

M;1 round;Niet Wizard;Ranger (Horizon Walker)

Ranger

S;Concentration

Ranger up to 1 minute;Niet Druid;Ranger

up to 1 hour;Niet Wizard;Ranger (Fey Wanderer)

Ranger

S

  • casting time up to 10 minutes;Niet Druid;Ranger (Swarmkeeper)
  • range

Ranger M;Concentration

S

Ranger M;Instantaneous;Niet Druid;Ranger (TCE)

5;Teleportation Circle;5th level Conjuration;1 minute;10 feet;V 5;Teleportation Circle;5th level Conjuration;1 minute;10 feet;V
5;Tree Stride;5th level Conjuration;1 action;Self;V 5;Tree Stride;5th level Conjuration;1 action;Self;V
5;Mislead;5th level Illusion;1 action;Self;S;Concentration 5;Mislead;5th level Illusion;1 action;Self;S;Concentration
5;Insect Plague;5th level Conjuration;1 action;300 feet;V 5;Insect Plague;5th level Conjuration;1 action;300 feet;V
5;Greater Restoration;5th level Abjuration;1 action;Touch;V 5;Greater Restoration;5th level Abjuration;1 action;Touch;V